POV-Ray : Newsgroups : povray.general : QUESTION: STL to POV (INC)? : Re: QUESTION: STL to POV (INC)? Server Time
7 May 2024 20:45:43 EDT (-0400)
  Re: QUESTION: STL to POV (INC)?  
From: Stephen
Date: 16 Aug 2017 10:01:44
Message: <59945048$1@news.povray.org>
On 8/16/2017 12:58 PM, Bald Eagle wrote:
> Stephen <mca### [at] aolcom> wrote:
>> On 8/16/2017 9:33 AM, Sven Littkowski wrote:
>
>>> What is the meaning of "making normals consistent", and of "make normals
>>> face inwards"? I need to understand this. And ... sorry for all my
>
>> https://docs.blender.org/manual/ja/dev/modeling/meshes/editing/normals.html
>
> Blender probably has some very nice code to make sure that all of your triangles
> in your mesh have all the sides "pointing the right way" - rather than having
> some of them (using a coin analogy) tail side up rather than head side up.
>
> See what that might look like below:
>
>
http://news.povray.org/povray.binaries.images/thread/%3Cweb.57b4f3192c2caea5e7df57c0@news.povray.org%3E/?ttop=413577&to
> ff=50
>
> you can probably test for this in your scene by defining both a texture{} AND a
> contrasting interior_texture{}.
>
>
As far as Blender goes. I am only an egg. I have not gotten round to 
needing that yet. But I know what you mean.
Because Blender displays the scene using OpenGL it is obvious if a face 
is A for Elbow when using a material or texture viewport.

Oh! I see you were replying to Sven but I'm not going to waste my typing. :)


-- 

Regards
     Stephen


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